/Engine/Source/Editor/BlueprintGraph/Public/BlueprintEditorSettings.h
class UBlueprintEditorSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)
TArray<FAdditi...
AdditionalBlueprintCategories
List of additional category names to show in Blueprints, optionally filtered by parent class type.
bool
bAllowExplicitImpureNodeDisabling
If enabled, nodes can be explicitly disabled via context menu when right-clicking on impure nodes in the Blueprint editor.
bool
bAlwaysShowInterfacesInOverrides
If set interface functions will always show in the overrides menu, even if they are already shown in the interfaces menu
TArray<TSoftCl...
BaseClassesToAllowRecompilingDuringPlayInEditor
Any blueprint deriving from one of these base classes will be allowed to recompile during Play-in-Editor (This setting exists both as an editor preference and project setting, and will be allowed if listed in either place)
bool
bAutoCastObjectConnections
If enabled, then you'll be able to directly connect arbitrary object pins together (a pure cast node will be injected automatically).
bool
bBlueprintNodeUniqueNames
If enabled, blueprint nodes in the event graph will display with unique names rather than their display name.
bool
bCompactCallOnMemberNodes
If enabled, then call-on-member actions will be spawned as a single node (instead of a GetMember + FunctionCall node).
bool
bDoNotMarkAllInstancesDirtyOnDefaultValueChange
If enabled, assets containing Blueprint instances (e.g. maps) will not be marked dirty when default values are edited, unless it results in the instance becoming realigned with the new default value.
bool
bDoubleClickNavigatesToParent
Double click to navigate up to the parent graph
bool
bDrawMidpointArrowsInBlueprints
Style Settings.
bool
bEnableContextMenuTimeSlicing
When the Blueprint graph context menu is invoked (e.g. by right-clicking in the graph or dragging off a pin), do not block the UI while populating the available actions list.
bool
bEnableInputTriggerSupportWarnings
Workflow Settings.
bool
bEnableNamespaceEditorFeatures
Whether to enable namespace importing and filtering features in the Blueprint editor
bool
bEnableNamespaceFilteringFeatures
- Remove this if/when dependent code is changed to utilize the single setting above.
bool
bEnableNamespaceImportingFeatures
- Remove this if/when dependent code is changed to utilize the single setting above.
bool
bEnablePinValueInspectionTooltips
If enabled, pin tooltips during PIE will be interactive
bool
bEnableTypePromotion
Allows for pin types to be promoted to others, i.e. float to double
bool
bExposeAllMemberComponentFunctions
If enabled, then ALL component functions are exposed to the context menu (when the contextual target is a component owner).
bool
bExposeDeprecatedFunctions
If enabled, deprecated functions will be visible in the context menu and will be available for override implementation.
bool
bFavorPureCastNodes
Experimental.
bool
bFlattenFavoritesMenus
If enabled, then your Blueprint favorites will be uncategorized, leaving you with less nested categories to sort through.
bool
bHideConstructionScriptComponentsInDetailsView
If set will exclude components added in a Blueprint class Construction Script from the component details view
bool
bHideUnrelatedNodes
If true, fade nodes which are not connected to the selected nodes
bool
bIncludeActionsForSelectedAssetsInContextMenu
If enabled, invoking the Blueprint graph context menu with one or more compatible assets selected in the Content Browser will generate an additional set of pre-bound menu actions when the "Context Sensitive" option is enabled.
bool
bIncludeCommentNodesInBookmarksTab
If enabled, comment nodes will be included in the tree view display in the Bookmarks tab.
bool
bInheritImportedNamespacesFromParentBP
- Remove this if/when this becomes a permanent setting. For now this is experimental.
bool
bJumpToNodeErrors
When enabled, if a blueprint has compiler errors, then the graph will jump and focus on the first node generating an error
bool
bLimitAssetActionBindingToSingleSelectionOnly
Only generate pre-bound "Add Component" actions when there is a single asset selected in the Content Browser.
bool
bLoadSelectedAssetsForContextMenuActionBinding
When generating pre-bound "Add Component" actions, any selected assets that are not yet loaded will be synchronously loaded as part of building the Blueprint Graph context menu.
bool
bNavigateToNativeFunctionsFromCallNodes
If set, double clicking on a call function node will attempt to navigate an open C++ editor to the native source definition
TArray<FBPEdit...
BookmarkNodes
Blueprint bookmark nodes (for display)
TMap<FGuid,FE...
Bookmarks
Blueprint bookmark database
EBlueprintBreak...
BreakpointReloadMethod
How to handle previously-set breakpoints on reload.
bool
bShowAccessSpecifier
If set we'll show the access specifier of functions in the My Blueprint view
bool
bShowActionMenuItemSignatures
Developer Settings.
bool
bShowBookmarksForCurrentDocumentOnlyInTab
If enabled, only the bookmarks for the current document will be shown in the Bookmarks tab.
bool
bShowContextualFavorites
If enabled, then a separate section with your Blueprint favorites will be pined to the top of the context menu.
bool
bShowDetailedCompileResults
Perf Settings.
bool
bShowEmptySections
If set we'll show empty sections in the My Blueprint view.
bool
bShowGraphInstructionText
Determines if lightweight tutorial text shows up at the top of empty blueprint graphs
bool
bShowInheritedVariables
If set we'll show the inherited variables in the My Blueprint view.
bool
bShowParentClassInOverrides
If set then the parent class will be listed next to the override function name in the overrides function menu
bool
bShowShortTooltips
If true, use short tooltips whenever possible
bool
bShowViewportOnSimulate
If true will show the viewport tab when simulate is clicked.
bool
bSpawnDefaultBlueprintNodes
If set will spawn default "ghost" event nodes in new Blueprints, modifiable in the [DefaultEventNodes] section of EditorPerProjectUserSettings
bool
bSplitContextTargetSettings
If enabled, we'll save off your chosen target setting based off of the context (allowing you to have different preferences based off what you're operating on).
int32
CompileEventDisplayThresholdMs
Minimum event time threshold used as a filter when additional details are enabled for display in the Compiler Results tab.
int32
ContextMenuTimeSlicingThresholdMs
The maximum amount of time (in milliseconds) allowed per frame for Blueprint graph context menu building when the non-blocking option is enabled.
TMap< int32,FE...
GraphEditorQuickJumps
Blueprint graph editor "Quick Jump" command bindings
TArray<FString...
NamespacesToAlwaysInclude
A list of namespace identifiers that the Blueprint editor should always import by default. Requires Blueprint namespace features to be enabled and only applies to the current local user. Editing this list will also cause any visible Blueprint editor windows to be closed.
float
NodeTemplateCacheCapMB
The node template cache is used to speed up blueprint menuing.
TMap<FString, ...
PerBlueprintSettings
Maps Blueprint path to settings such as breakpoints
TEnumAsByte< ES...
SaveOnCompile
Compiler Settings.
TSet<FName>
TypePromotionPinDenyList
If a pin type is within this list, then it will never be marked as a possible promotable function.